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Old 03-17-2022, 07:50 AM   #561
ericthered
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Default Re: Corco's Villa (IC)

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Originally Posted by TGLS View Post
Cuffed by the legs and hands to the dolly of course! I had to improvise when I caught her.
Whats the plan for releasing? keys, natural strength, or something else?
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Old 03-17-2022, 11:00 AM   #562
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Default Re: Corco's Villa (IC)

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Originally Posted by ericthered View Post
Whats the plan for releasing? keys, natural strength, or something else?
I'll try to use my knowledge of escape and forced entry to make the cuffs easy to slip out of or break apart without clearly looking like cheap trash.

Quote:
[363] 22-03-17 16:58:48 GMT
Escape, floated to IQ
3d6 <= 14
4 + 3 + 6 = 13 ... success
[364] 22-03-17 16:59:32 GMT
Forced Entry [floated to IQ]
3d6 <= 16
6 + 3 + 2 = 11 ... success
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Old 03-17-2022, 11:11 PM   #563
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Default Re: Corco's Villa (IC)

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I'll try to use my knowledge of escape and forced entry to make the cuffs easy to slip out of or break apart without clearly looking like cheap trash.
It's actually not hard to modify real cuff to break-away ones, you can file down the middle teeth and bend the locking pin.

Explosives might not be a bad idea if you have demolition skill... Cave in the tunnels around us to block off access to our work area.
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Old 03-18-2022, 10:14 AM   #564
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Default Re: Corco's Villa (IC)

I think after we decide on explosives, we're ready to go through the tunnel.
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Old 03-18-2022, 10:45 AM   #565
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Default Re: Corco's Villa (IC)

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I think after we decide on explosives, we're ready to go through the tunnel.
Sure, I'll bring a few pounds of explosives. The fancy TL10 explosives if the villa can deliver in time, otherwise I'll go with the locally available types.
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Old 03-21-2022, 10:29 AM   #566
ericthered
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Default Re: Corco's Villa (IC)

Alright, that gives you some plastexB (REF 4).



Make a smuggling (or tradecraft!) roll to get into the building with a "prisoner" strapped to the hand truck without attracting attention. Assuming you succeed...


"Kunnifax" swipes his badge, and they are allowed into the conference center. Its a slow day, but there are still workers cleaning it and getting ready for the next big thing. You wind your way through the halls, and finally get to the entrance to the secret tunnel, and spy the guard.



The guard smiles. "Hail the Emperor! What do you have today Kunnifax?"
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Old 03-21-2022, 01:26 PM   #567
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Default Re: Corco's Villa (IC)

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Make a smuggling (or tradecraft!) roll to get into the building with a "prisoner" strapped to the hand truck without attracting attention.
I suppose that means the_matrix_walker can roll?
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Old 03-21-2022, 01:33 PM   #568
ericthered
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Default Re: Corco's Villa (IC)

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I suppose that means the_matrix_walker can roll?
yes, V is involved enough in the process for that to work.
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Old 03-21-2022, 02:23 PM   #569
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Default Re: Corco's Villa (IC)

Vassarious "struggles helplessly"


Tradecraft!

3d6 <= 14
1 + 4 + 2 = 7 ... success by 7
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Old 03-21-2022, 05:15 PM   #570
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Originally Posted by ericthered View Post
The guard smiles. "Hail the Emperor! What do you have today Kunnifax?"
"A prisoner. Looks like a little old lady, but she's the same one who took out Retifurus. Her partner screwed up my connection to the emperor; needs to be questioned."

Acting to pretend to be Kunnifax, Memetics to sell this prisoner story.
Quote:
[367] 22-03-21 23:15:30 GMT
Memetics!
3d6 <= 15
2 + 6 + 2 = 10 ... success
[366] 22-03-21 23:15:26 GMT
Acting
3d6 <= 15
2 + 3 + 4 = 9 ... success
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